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Mathias Wellner
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2010) 19 (4): 313–330.
Published: 01 August 2010
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Highly immersive environments for sports simulation can help elucidate if and how athletes perform under high pressure situations. We used a rowing simulator with a CAVE setup to test the influence of virtual competitors on 10 experienced rowers. All participants were using the simulator for the first time. The objective was to assess the degree of presence by quantifying how the actions of the virtual competitors triggered behavioral changes in the experienced rowers. The participants completed a virtual 2000 m race with two competing boats, one being behind and one ahead of the participant. For two trials, each boat would come closer to the participant without overtaking, resulting in four experimental conditions. The behavior of the participants was assessed with biomechanical variables, questionnaires, and an interview after the race. Behavioral changes were detected with statistically significant differences in the extracted variables of oar angles, timing variables, velocities, and work. The results for biomechanical variables indicate individual response patterns depending on perception of competitors and self-confidence. Self-reporting indicated a high degree of presence for most participants. Overall, the experimental paradigm worked but was compromised by perceptive and subjective factors. In future, the setup will be used to investigate rowing performance further with a focus on motor learning and training of pressure situations.
Includes: Supplementary data
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2008) 17 (5): 512–524.
Published: 01 October 2008
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This paper describes evaluation experiments for visual and auditory feedback in a virtual obstacle walking scenario. Two studies with healthy subjects were carried out using the actuated gait orthosis L okomat . Controlled factors for the visual feedback experiment were three different perspectives and 2D/3D vision. In the auditory feedback experiment, controlled factors were rhythmic distance feedback and gradual foot clearance feedback. For the visual and auditory feedback experiments, outcome was assessed with task-specific performance parameters and questionnaires. Results for visual feedback indicate that the chosen side perspective is superior to behind and ego perspectives. It is also shown that 3D vision does not reduce the number of obstacle hits compared to 2D vision. Furthermore, it is demonstrated that adding continuous auditory feedback made subjects walk faster compared to the exclusive use of visual feedback. Subjects rated auditory distance feedback as more helpful than auditory foot clearance feedback. Therefore, we suggest using side perspective and auditory feedback on obstacle distance.